Mercurial > hg > forks > gldragon
annotate dmglrender.cpp @ 62:baccf2044289
Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
facilitating other types of renderers in future .. maybe.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Sat, 14 Dec 2019 16:39:20 +0200 |
parents | |
children | d6ffc59bb84d |
rev | line source |
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62
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Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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1 // |
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2 // GLDragon - OpenGL PLY model viewer / simple benchmark |
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3 // -- OpenGL rendering of DMSimpleScene |
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4 // Programmed and designed by Matti 'ccr' Hämäläinen <ccr@tnsp.org> |
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5 // (C) Copyright 2019 Tecnic Software productions (TNSP) |
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6 // |
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7 // See file "COPYING" for license information. |
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8 // |
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9 #include "dmglrender.h" |
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10 #include <GL/glu.h> |
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11 |
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12 |
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13 #ifdef GL_GLEXT_PROTOTYPES |
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14 #define DM_GLEXT_INIT(extproctype, extprocname) /* stub */ |
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15 #else |
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16 #define DM_GLEXT_INIT(extproctype, extprocname) extproctype extprocname = NULL; |
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17 #include "dmglexts.h" |
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18 #undef DM_GLEXT_INIT |
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19 |
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20 |
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21 static void dmGLCheckExtension(const std::string &name, bool &status) |
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22 { |
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23 if (!SDL_GL_ExtensionSupported(name.c_str())) |
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24 { |
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25 status = false; |
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26 dmMsg(" - '%s' NOT supported.\n", |
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27 name.c_str()); |
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28 } |
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29 } |
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30 |
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31 |
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32 static void * dmGLGetProcAddr(const std::string &name) |
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33 { |
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34 void *ptr = SDL_GL_GetProcAddress(name.c_str()); |
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35 |
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36 if (ptr == NULL) |
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37 dmMsg(" - '%s' NOT supported.\n"); |
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38 |
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39 return ptr; |
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40 } |
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41 |
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42 |
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43 static void * dmGLExtInit(const std::string &name, bool &status) |
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44 { |
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45 void *ptr; |
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46 bool ok = |
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47 (ptr = dmGLGetProcAddr(name)) != NULL || |
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48 (ptr = dmGLGetProcAddr(name + "EXT")) != NULL || |
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49 (ptr = dmGLGetProcAddr(name + "ARB")) != NULL; |
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50 |
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51 if (!ok) |
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52 status = false; |
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53 |
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54 return ptr; |
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55 } |
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56 #endif |
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57 |
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58 |
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59 static bool dmCompileShader(const GLenum stype, const std::string &src, GLuint &shader) |
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60 { |
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61 GLint status; |
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62 const char *tmp = src.c_str(); |
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63 |
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64 shader = glCreateShader(stype); |
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65 glShaderSource(shader, 1, &tmp, 0); |
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66 glCompileShader(shader); |
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67 |
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68 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
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69 if (status == GL_TRUE) |
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70 return true; |
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71 else |
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72 { |
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73 GLint bufLen = 0; |
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74 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufLen); |
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75 |
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76 if (bufLen > 0) |
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77 { |
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78 char *buf = new char[bufLen]; |
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79 glGetShaderInfoLog(shader, bufLen, NULL, buf); |
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80 dmError("Shader compilation error:\n%s\n", |
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81 buf); |
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82 delete[] buf; |
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83 } |
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84 else |
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85 { |
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86 dmError("Shader compilation error occured, but no error information got.\n"); |
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87 } |
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88 return false; |
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89 } |
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90 } |
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91 |
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92 |
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93 bool DMGLSimpleRenderer::checkErrors(void) |
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94 { |
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95 bool ok = true; |
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96 GLenum err; |
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97 while ((err = glGetError()) != GL_NO_ERROR) |
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98 { |
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99 dmError("OpenGL error code: 0x%x (%d)\n", err); |
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100 ok = false; |
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101 } |
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102 return ok; |
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103 } |
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104 |
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105 |
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106 bool DMGLSimpleRenderer::initRender1(void) |
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107 { |
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108 // Set GL attributes |
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109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); |
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111 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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112 |
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113 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); |
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114 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); |
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115 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); |
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116 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); |
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117 |
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118 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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119 //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); |
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120 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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121 |
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122 return true; |
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123 } |
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124 |
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125 |
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126 bool DMGLSimpleRenderer::initRender2(SDL_Window *window) |
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127 { |
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128 // Create OpenGL context |
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129 if ((glContext = SDL_GL_CreateContext(window)) == NULL) |
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130 { |
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131 dmError("Unable to create SDL OpenGL context: %s\n", |
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132 SDL_GetError()); |
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133 return false; |
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134 } |
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135 |
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136 // If shaders are disabled, do not initialize OpenGL extensions |
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137 if (!useShaders) |
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138 return true; |
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139 |
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140 bool status = true; |
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141 dmMsg("Checking for required OpenGL extensions ..\n"); |
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142 |
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143 #ifndef GL_GLEXT_PROTOTYPES |
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144 dmGLCheckExtension("GL_ARB_shader_objects", status); |
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145 dmGLCheckExtension("GL_ARB_shading_language_100", status); |
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146 dmGLCheckExtension("GL_ARB_vertex_shader", status); |
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147 dmGLCheckExtension("GL_ARB_fragment_shader", status); |
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148 if (!status) |
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149 { |
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150 dmError("One or more of the required OpenGL extensions not supported.\n"); |
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151 return false; |
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152 } |
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153 |
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154 #define DM_GLEXT_INIT(extproctype, extprocname) \ |
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155 extprocname = (extproctype) dmGLExtInit(#extprocname, status); |
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156 #include "dmglexts.h" |
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157 #endif |
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158 |
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159 return status; |
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160 } |
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161 |
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162 |
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163 bool DMGLSimpleRenderer::initRender3(const int width, const int height) |
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164 { |
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165 // Dump some information |
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166 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR)); |
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167 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER)); |
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168 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION)); |
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169 |
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170 if (!checkErrors()) |
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171 return false; |
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172 |
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173 // Setup the window and view port |
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174 glViewport(0, 0, width, height); |
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175 |
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176 glMatrixMode(GL_PROJECTION); |
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177 glLoadIdentity(); |
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178 |
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179 gluPerspective(45.0f, GLfloat(width) / GLfloat(height), 0.1f, 1000.0f); |
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180 |
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181 glMatrixMode(GL_MODELVIEW); |
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182 glLoadIdentity(); |
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183 |
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184 // Enable back face culling |
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185 glEnable(GL_CULL_FACE); |
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186 |
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187 // Enable smooth shading |
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188 glShadeModel(GL_SMOOTH); |
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189 |
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190 // Enable the depth buffer |
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191 glEnable(GL_DEPTH_TEST); |
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192 |
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193 // Enable normal rescaling |
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194 glEnable(GL_RESCALE_NORMAL); |
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195 |
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196 glEnable(GL_COLOR_MATERIAL); |
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197 |
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198 // Setup depth buffer |
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199 glClearDepth(1.0f); |
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200 |
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201 // Set the depth buffer function |
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202 glDepthFunc(GL_LEQUAL); |
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203 |
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204 // Enable vertex and and normal arrays |
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205 glEnableClientState(GL_VERTEX_ARRAY); |
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206 glEnableClientState(GL_NORMAL_ARRAY); |
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207 |
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208 // Set correct perspective correction |
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209 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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210 |
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211 return checkErrors(); |
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212 } |
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213 |
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214 |
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215 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model) |
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216 { |
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217 if (useShaders) |
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218 { |
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219 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, model.id_fs) || |
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220 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, model.id_vs)) |
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221 return false; |
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222 |
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223 model.id_prog = glCreateProgram(); |
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224 glAttachShader(model.id_prog, model.id_fs); |
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225 glAttachShader(model.id_prog, model.id_vs); |
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226 glLinkProgram(model.id_prog); |
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227 } |
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228 return true; |
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229 } |
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230 |
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231 |
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232 void DMGLSimpleRenderer::shutdownRenderer(void) |
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233 { |
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234 if (glContext != NULL) |
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235 SDL_GL_DeleteContext(glContext); |
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236 } |
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237 |
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238 |
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239 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time) |
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240 { |
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241 int maxIndices; |
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242 |
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243 if (useShaders) |
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244 { |
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245 // Enable shader program |
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246 glUseProgram(model.id_prog); |
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247 glUniform1i(glGetUniformLocation(model.id_prog, "nlights"), scene.lights.size()); |
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248 } |
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249 |
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250 // Set the material of the model |
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251 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); |
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252 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess); |
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253 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values); |
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254 glColor4fv(model.material.diffuse.values); |
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255 |
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256 // Render the model |
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257 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices); |
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258 |
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259 // Add transforms |
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260 if (model.scaleSet) |
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261 glScalef(model.scale.x, model.scale.y, model.scale.z); |
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262 |
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263 if (model.translateSet) |
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264 glTranslatef(model.translate.x, model.translate.y, model.translate.z); |
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265 |
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266 if (model.rotateSet) |
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267 { |
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268 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f); |
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269 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f); |
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270 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f); |
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271 } |
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272 |
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273 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]); |
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274 glNormalPointer( GL_FLOAT, 0, &model.normals[0]); |
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275 |
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276 for (int n = 0; n < model.nfaces; n += maxIndices) |
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277 { |
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278 const int count = std::min(maxIndices, model.nfaces - n); |
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279 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]); |
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280 } |
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281 |
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282 // Restore |
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283 if (useShaders) |
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284 { |
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285 glUseProgram(0); |
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286 } |
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287 } |
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288 |
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289 |
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290 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time) |
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291 { |
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292 glClear(GL_DEPTH_BUFFER_BIT); |
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293 |
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294 glMatrixMode(GL_PROJECTION); |
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295 glPushMatrix(); |
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296 glLoadIdentity(); |
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297 |
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298 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1); |
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299 |
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300 glMatrixMode(GL_MODELVIEW); |
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301 glPushMatrix(); |
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302 glLoadIdentity(); |
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303 |
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304 // Draw the background gradient |
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305 glDisable(GL_DEPTH_TEST); |
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306 glDisable(GL_LIGHTING); |
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307 glBegin(GL_QUADS); |
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308 { |
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309 glColor3ub(0x3B, 0x3B, 0x75); |
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310 glVertex2f(0.0f, 0.0f); |
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311 glVertex2f(1.0f, 0.0f); |
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312 |
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313 glColor3ub(0x00, 0x00, 0x00); |
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314 glVertex2f(1.0f, 1.0f); |
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315 glVertex2f(0.0f, 1.0f); |
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316 } |
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317 glEnd(); |
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318 |
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319 // Restore the 3D projection |
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320 glMatrixMode(GL_PROJECTION); |
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321 glPopMatrix(); |
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322 |
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323 glMatrixMode(GL_MODELVIEW); |
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324 glPopMatrix(); |
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325 |
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326 glEnable(GL_DEPTH_TEST); |
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327 glEnable(GL_LIGHTING); |
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328 |
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329 // Draw models |
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330 for (const DMModel &model : scene.models) |
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331 { |
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332 glPushMatrix(); |
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333 drawModel(scene, model, time); |
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334 glPopMatrix(); |
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335 } |
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336 } |
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337 |
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338 |
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339 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light) |
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340 { |
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341 glEnable(GL_LIGHT0 + n); |
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342 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values); |
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343 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values); |
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344 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values); |
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345 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values); |
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346 return true; |
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347 } |
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348 |
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349 |
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350 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera) |
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351 { |
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352 (void) camera; |
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353 |
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354 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0); |
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355 return true; |
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356 } |
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357 |
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358 |
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359 bool DMGLSimpleRenderer::animate(DMSimpleScene &scene, const float time) |
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360 { |
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361 (void) scene; |
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362 (void) time; |
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363 |
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364 glRotatef(2.0f, 0, 1, 0); |
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365 return true; |
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366 } |